Benefit: You gain 1 extra discount token when using sell-sword and Power Attack together. Additionally, you gain another use of your sell-sword class feature per day.

Extra Feats

Extra feats provide additional uses of existing abilities, or allow classes to learn more abilities. They aren't tagged, but have been organized into their own section for ease of reference.

Extra Appetite

Unending hunger means always having room for new flavors.

Prerequisites: Appetite class feature.

Benefit: You gain one additional appetite. You must meet all the prerequisites for this appetite.

Special: You can take this feat multiple times. Each time you take it, you gain an additional appetite.

Extra Craven Talent

Your greed for knowledge of the cravenous arts knows no satisfaction. You delve deeper and go to greater lengths to obtain your greed fueled power.

Prerequisites: Craven talent.

Benefit: You gain an extra craven talent.

Special: You may select this multiple times.

Extra Distortion

You understand the mysteries of folding space better than most.

Prerequisites: Distortion class feature.

Benefit: You gain one additional distortion. You must meet all of the prerequisites for this distortion.

Special: You may take this feat multiple times, each time you take it, you may select another distortion.

Extra Draw Breath

You have trained hard to make the most of your powerful lungs.

Prerequisites: Deep breath ability.

Benefit: You gain an additional 2 uses of deep breath.

Special: You can take this feat multiple times, gaining an additional 2 uses of deep breath each time.

Extra Gag

Your bag of tricks is deeper than most other’s.

Prerequisites: Gag class feature, character level 7th.

Benefit: You gain an extra gag.

Special: This may be selected multiple times.

Extra Guide Interaction

Your are adept at interacting with the world while in your bauble.

Prerequisites: Interactions class feature.

Benefit: You gain one additional interaction. You must meet all of the prerequisites for this hench talent.

Special: You may take this feat multiple times, each time you take it, you may select another interaction.

Extra Hench Talent

You’ve been a henchman for the best of the best and the worst of the worst and learned from it all.

Prerequisites: Hench talent class feature.

Benefit: You gain one additional hench talent. You must meet all of the prerequisites for this hench talent.

Special: You may take this feat multiple times, each time you take it, you may select another hench talent.

Extra Hero Power

You’ve plunged deep into the depths of your transformation trinket, and emerged with newfound power.

Prerequisites: Hero power class feature.

Benefit: You gain one additional hero power. You must meet all of the prerequisites for this hero power.

Special: You may take this feat multiple times, each time you take it, you may select another hero power.

Extra Lifestyle Choice

You are a step outside the norm.

Prerequisites: Lifestyle choice class feature.

Benefit: You gain an extra lifestyle choice.

Extra Magical Girl Talent

Your power, like your frills, grows every day.

Prerequisites: Magical girl talent class feature.

Benefit: You gain one additional magical girl talent. You must meet all of the prerequisites for this magical girl talent.

Special: You may take this feat multiple times, each time you take it, you may select another magical girl talent.

Extra Masquerade

You’ve spent extra time developing your masquerades.

Prerequisites: Mocking performance class feature.

Benefit: You gain an extra masquerade.

Extra Mime Talent

You have a trick more than most.

Prerequisites: Mime talent class feature.

Benefit: You gain an extra mime talent.

Special: This may be selected multiple times.

Extra Tricks of the Trade

You are particularly adept at doing domestic chores.

Prerequisites: Tricks of the Trade class feature.

Benefit: You gain 4 additional tricks of the trade.

Special: This may be taken multiple times and each time it grants the battle butler 4 additional new tricks of the trade.

Extra Unity Talent

Your clones work together better than others.

Prerequisites: Unity talent class feature.

Benefit: You gain one additional unity talent. You must meet all of the prerequisites for this unity talent.

Special: You may take this feat multiple times, each time you take it, you may select another unity talent.

Extra Warp talent

Warping space is like breathing for you- a natural process despite its unnatural nature.

Prerequisites: Warp talent class feature.

Benefit: You gain one additional warp talent. You must meet all of the prerequisites for this warp talent.

Special: You may take this feat multiple times, each time you take it, you may select another warp talent.

General Feats

General feats are untagged and don't fall into any other category. Many of them require specific class abilities, so be sure to check your list of abilities before selecting them.

An Insult Knows No Bounds

Warning: This character contains strong language that may be unsuitable for anybody.

Prerequisites: Strong Language, Linguistics 12 ranks.

Benefit: Your magical insults can effect creatures who cannot normally be effected by your insults. This includes things like deaf creatures, mindless creatures, etc. A creature must still be able to be affected by the resulting condition or effect imposed on them by the insult.

Bad Romance

Creatures who are subject to your feel the love compulsion will suffer for their love.

Benefit: Creatures who are subject to your feel the love compulsion only determine the target of their affection from your visible allies. Furthermore, the compulsion is not broken prematurely if the target of the compelled creature’s affections acts hostile towards them.

Band Battle

Your glorious sound permits no other noise to be heard.

Prerequisites: Rock-out class feature.

Benefit: You and all allies within 30 feet of you reduce sonic damage by the minimum damage of your rock-out class feature if you have used your rock-out or solo class feature within the last 3 rounds.

Circus Archery (Combat) [Circus Archery]

You’ve become a flexible archer, able to draw a bow with any part of your body you can successfully manipulate, this opens new and exciting opportunities on the battlefield.

Prerequisites: Dexterity 15, Acrobatics 3 ranks, proficient in bows.

Benefit: You can fire a bow with any mix of the following two body parts: your mouth, your legs/feet, your arms/hands. If you are not using two hands to fire the bow, you may only apply up 1/2 your Dexterity modifier to attack rolls with that bow. If you can apply your Dexterity modifier to damage with the bow, you may likewise only apply half of it. This allows an archer to fire a bow with his mouth and one arm, both his legs, a leg and an arm, a leg and his mouth, etc. Hands are still required to draw ammunition (a character cannot draw arrows from their quiver with their feet for example), as per normal. If a character uses their mouth, their mouth must have no obstructions or face/eye slot items that would get in the way. If using their feet, they must be barefoot and they may not move (or have moved) on a turn they fire with it. This feat does not apply to other ranged weapons like crossbows, slings, or firearms (only bows that are drawn).

Confounding Wit

Benefit: You may, as part of an Initiative check, say a clever one liner (as determined the GM or the target of the feat), or succeed at a Bluff or Intimidate check (DC 10 + the target’s Hit Dice + the target’s Wisdom modifier) against one creature that you can see can hear and understand you. If you succeed, then affected creatures take a -1 penalty on their initiative checks when you have 3 ranks in one of the prerequisite skills, and for every 3 ranks after that this penalty increases by an additional -1. You may only use this feat in a surprise round if you were aware of your attackers. A character with this feat may substitute his Intelligence modifier in place of his Charisma modifier when making the Bluff or Intimidate check associated with this feat.

Devil’s Fiddle

“My name’s Johnny, and it might be a sin; but I’ll take your bet, and you’re gonna regret it ‘cause I’m the best there’s ever been.”

Benefit: As a full round action, you can make a Perform check that challenges all devils to a contest. All devils within earshot must use a swift action to make an opposed Perform check. If they fail their check, they are stunned for 1 round. If any devil successfully beats your Perform check, you are stunned on your next turn. Each devil may only be subjected to this ability once per day, but you may use this ability once per day per point of Charisma you have.

Drawing Feet (Combat) [Circus Archery]

Taking your flexibility to the next level you are able to assume a handstand position and draw your bow with your feet, adding to its power and precision.

Prerequisites: Circus Archery.

Benefit: You gain the ability to draw back and fire a bow with your feet expertly by assuming a handstand pose. While using this feat, your treated as possessing half your base movement speed and may move while firing. Furthermore, you treat your Strength score as 4 higher for the purposes of dealing damage with a composite bow and can apply your full Dexterity modifier to the attack.

Duplicate Detachment

Your army of clones comes equipped with an extra detachment.

Prerequisites: Mirror manipulations class feature.

Benefit: The maximum number of clones you can summon per day is increased by your Intelligence modifier.

Elemental Anathema [Elemental Phobia]

You are literally so terrified by a certain element that you have trained your body to repel it.

Prerequisites: Elemental Phobia, Elemental Dread, Character level 12.

Benefit: The resistance granted by Elemental Phobia becomes equal to twice your character level. In addition, you may create an aura of anathematic energy that drives away your chosen element. As a move action, you may generate a 30 foot radius sphere that moves with you. Any non-magical instances of your chosen element are negated (fires burn out, acid evaporates, lightning dissipates, and cold is thermally neutralized). Spells and spell like abilities must make a caster level check (DC 10 + your caster level) or be dispelled. Creatures with the appropriate elemental subtype take 1d6 damage per 2 character levels each round they remain in the sphere. You may maintain this aura a number of rounds per day equal to your character level. However, if the you fail the save required by Elemental Phobia, you become panicked until the offending source leaves your view.

Normal: You have resistance equal to ½ your character level, and failing your save leaves you shaken.

Elemental Dread [Elemental Phobia]

Your immense fear of a particular element drives you to an insane degree.

Prerequisites: Elemental Phobia, Character level 6.

Benefit: The resistance granted by Elemental Phobia becomes equal to your character level. In addition, whenever you target a creature with the appropriate subtype, they must roll any saving throws twice and take the worse result. However, you become vulnerable to your chosen element, taking 50% extra damage from appropriate elemental damage.

Normal: You have resistance equal to ½ your character level.

Elemental Phobia [Elemental Phobia]

You have a deep-seated fear of a certain element, and strive to harden your body against it.

Prerequisites: Character level 3.

Benefit: Choose one of the following; fire, acid, electric, cold. Once the choice is made it cannot be changed. You gain resistance to your chosen element equal to ½ your character level. However, whenever you see a creature with the appropriate elemental subtype or any accumulation of the chosen element (a bonfire, a thunderstorm, a blizzard, acid pools, etc.) you must make a Will save (DC 10 + ½ character level) or become shaken until the source is out of your view. A successful save reduces the shaken condition to 1 round.

Special: The GM may increase the save DC in extreme instances, such as massive exposure to the chosen element, or planar transport to an appropriate plane.

Exploit Schema

You can act in such a way that you seem so out of place that people just fail to notice you.

Prerequisites: Perform (acting) or Bluff 10 ranks.

Benefit: As a standard action, you may adjust your personage to become so outlandish that those who witness your actions are convinced they are seeing things. Creatures must make a Will save (DC = 10 + 1/2 ranks in Perform or Bluff + Charisma modifier), or fail to notice you, treating you as invisible. You must spend a standard action each round to maintain the personage, and creatures receive a new save each round to recognize your presence. If you attempt any overtly hostile action (draw a weapon, attack someone) the effect immediately ends. Creatures with an Intelligence score of 3 or less, without an Intelligence score, or with the Animal type are immune to this effect, and any interaction between you and the subject ends the effect. This is a mind-affecting supernatural effect.

Genre Fusion

Through cross-training in multiple genres, you make one all your own.

Prerequisites: Genre class feature, Perform 5 ranks.

Benefit: Select a non-class skill. You may use your Perform skill (via your genre class feature) to that skill as well. This newly selected skill may not be a Knowledge skill. You may also modify your declared genre by adding a “fusion” of a different (unrelated) genre to its name.

Example: You decide your death metal dwarf needs to add some classic music to his repertoire. You rename your genre to “baroque dwarven death metal” and add Heal to the list of skills you may replace with your Perform check.

Half-Hearted Charge

You hedge your bets - charging in but not quite throwing your all into it.

Prerequisites: Bluff 1 rank.

Benefit: When you make a charge, if you miss your attack you do not suffer the penalty to your AC like you normally do. If you hit with any attack made during the charge, you still suffer the penalty. When making a half-hearted charge you may not benefit from the Power Attack or Spirited Charge feats.

Innocent Bliss

“That ‘gift’ should have exploded by now.”
“Oh, I was too bashful to accept it, so I returned it.”

Prerequisites: Gag class feature.

Benefit: The first creature in a given round who points out the impossibility of one of your gags has no effect on your ability to maintain your gags. (In other words, you do not have to pay the extra laugh.) Subsequent creatures after the first still cause this penalty.

Impossible Theft

Benefit: You gain one phantom thief trick that relies on a steal combat maneuver. If you have 10 or more ranks in Sleight of Hand you may select advanced tricks in addition to normal tricks.

Special: You may take this feat more than once, each time you do you select a new phantom thief trick. A rogue may take this feat in place of a rogue talent, provided he meets the prerequisites.

Improved Sell-Sword

You have worked out the exchange rates, double checked the numbers, and found loopholes in the way your money-sacrifices work. This allows you to shave off a copper here and shift a decimal place there…

Benefit: This feat reduces the amount you need to pay for your sell-sword ability by 1 (minimum 1) per use. This does not lower the effectiveness of your sell-sword ability. In addition, when paying the maximum amount for your sell-sword ability, you gain a +2 luck bonus on your next attack roll. This bonus only lasts 3 rounds and vanishes if not used. This ability only functions with weapons that you have taken the Weapon Focus feat in.

Master of the Staff

You have whipped your servants into shape - they are the best in the business.

Benefit: Unseen servants, whether conjured by the spell or the battle butler class feature, have improved statistics. They have a Strength score of 6 (about 60 pounds of lift, 300 lbs dragging), its base speed is 30 feet, and they can take 20 points of damage before they disappear.

Note: This is not a metamagic feat and does not modify the level of the spell.

Overwhelming Beats

Benefit: While your personal theme song ability is active, all enemies able to hear your music must make a Will save (DC 10 +½ character level + your Charisma modifier) or become shaken for a number of rounds equal to your Charisma modifier. This is a sonic, mindaffecting, fear effect.

Personal Theme Song

“You hear this music? That means it’s time for me to bust some heads”

Prerequisites: Charisma 15, character level 5, either Power Attack or Dodge.

Benefit: You gain the ability to emit a personal theme song, creating music you find enjoyable as a standard action. This song acts as a supernatural ghost sound, lasting a number of rounds equal to your character level. You may do this a number of times per day equal to 1 + your Charisma modifier. While your personal theme song is active, you gain a benefit based on the feat you used to qualify for this feat. If you qualified using Power Attack, you receive a +2 morale bonus on attack and damage rolls (even if not using Power Attack). If you qualified using Dodge, you receive a +2 morale bonus to AC and saves.

Special: If you qualify for this feat with both prerequisites, you may gain either benefit, and swap between the benefits as a free action at the start of your turn. Henshin heroes, magical girls, and others characters with a transformation trinket can activate their personal theme song as a free action on the turn they use their transformation ability.

Picky Eater

You won’t eat just anyone these days.

Prerequisites: Draw breath class feature.

Benefit: When you use your draw breath ability, or an ability that costs a use of draw breath, you may exclude a number of creatures up to your Constitution modifier. These creatures do not need to save against the effects of draw breath.

Normal: All creatures within the area of draw breath need to save against the effect.

Puppy-Dog Eyes

With a glance you render your opponents unable to deal with your adorableness.

Prerequisites: Charisma 15.

Benefit: You gain a gaze attack with a range of 30 feet, Any creature whose size category is at least 2 sizes greater than you that meets your gaze must make a Will save (DC 10 + ½ your character level + your Charisma modifier) or be fascinated while within your gaze and for 1 round thereafter. Creatures affected by this ability receive a new Will save on the start of each of their turns to negate this effect. If the creature succeeds at a number of Will saves against this ability equal to your Charisma modifier it becomes immune to this effect for 24 hours. This is a mind-affecting effect.

Rotund Recoil

The fortitude of your girth allows you to absorb and redirect the force of impacts made upon your body.

Prerequisites: Toughness, Strength or Constitution 13.

Benefit: You may gain DR/slashing or piercing equal to your Strength or Constitution modifier, whichever is higher, to a maximum of your character level. If this DR successfully reduces damage from a melee attack, you may, as an immediate action make an bull rush attempt on your attacker. You may not follow the creature that you bull rush with this bull rush attempt. You may substitute your Strength modifier with the Strength modifier of your opponent targeted by this bull rush attempt, when making a bull rush attempt in this manner.

Secret Backup Plan

“Man, I never thought I’d need to use this!”

Prerequisites: Ability to cast spells, Int 13 or Character level 5th.

Benefit: You may, upon beating the DC to identify a monster by 10 or more, elect to to spontaneously re-prepare a spell (or add a new spell to your list of spells known until it is used). You may use this ability a number of times per day equal to ½ your character level or ½ your Intelligence modifier, whichever is greater.

Seeing Stars

You hit a creature so hard, it sees little birdies or stars around its head… right before you cave it in.

Benefit: On a critical hit with an improvised weapon, if the creature fails a Fortitude save (DC 10 + 1/2 your character level + Charisma modifier), it is staggered for a number of rounds equal to your Charisma modifier. A given creature may only be affected by this once per day. If you have at least 8 BAB, there is no imposed limit on times per day.

Self-Aggrandizement

“That’s so typically me. I’m such a riot.”

Prerequisites: Laughter class feature, character level 5th.

Benefit: As a swift action, you may grant yourself a number of laughs equal to your Charisma modifier. However, you may not gain laughs from any other sources for a number of rounds equal to your Charisma modifier.

Slow Jam

You rock slow and steady.

Prerequisites: Genre class feature, Perform 5 ranks.

Benefit: You can forgo the normal damage from a rock out or solo in order to slow the flow. All enemies who would normally take damage from your rock out of solo must make a Will save (DC 10 + 1/2 rockstar level + Charisma modifier) or have their movement speeds reduced by 50% (minimum 5 feet) until the end of your next turn.

Split-Second Reactions

You have honed your reactions to the point you can act without thinking.

Prerequisites: Improved Initiative.

Benefit: You may ready an action at the start of the round, instead of on your turn. If taking this action would allow you to act sooner than your initiative result would normally allow then you must succeed at an initiative check (DC 5 + the initiative score of the creature you are trying to interrupt). If you succeed then your action occurs before theirs and you move one space above them in the initiative order, otherwise their action occurs before yours and you move one space below them in the initiative order.

Sticky Fingers

Look at your scabbard, now look at me, now back at your scabbard, now back to me, what’s this? Why yes it’s your sword, when did I take it? That’s a good question.

Special: A rogue may take this feat in place of a rogue talent, provided he meets the prerequisites.

Strong Language

Warning: This character contains strong language that may be unsuitable for children.

Prerequisites: Insult class feature, Linguistics 6 ranks.

Benefit: Your magical insults can effect creatures who does not share a language with you.

Suffer With Grace

You have been the butt of many a joke but you have become quite adept at suffering with grace.

Prerequisites: None.

Benefit: When you are forced to make a Will save against a mind-affecting effect with a duration longer than 2 rounds you may choose to automatically fail it. If this option is chosen, the effect’s duration is reduced by 2 rounds to a minimum of 2 rounds.

Wagemage

The power of money buys lots of things, including simple magics.

Prerequisites: Knowledge (arcane) 5 ranks, discount class feature.

Benefit: You can expend 1 discount token to cast a 0th or 1st level spell from the sorcerer/wizard spell list as spell-like abilities. The DC for these spells are DC 10 + spell level + Intelligence modifier. You may only spend a number of discount tokens in this fashion equal to your Intelligence modifier per day.

Weapon Proficiency (Packs)

When in trouble, a backpack full of bricks makes a surprisingly effective flail

Prerequisites: None.

Benefit: You make attack rolls with pack weapons normally and treat them as martial weapons.

Metamagic Feats

Metamagic feats provide ways of altering spells when they're cast.

Impassioned Spell (Metamagic)

By pushing your heart into your magic you produce wonderful effects.

Benefit: You may replace a spell’s normal damage type with love damage (see the dynamic warrior's entry). Any variables of the spell dependent on Intelligence or Wisdom modifier are instead made to be dependent on Charisma. Creatures damaged by this spell receive a Will save to halve the damage, as normal for love damage. If the spell allows for a Fortitude or Reflex save for partial effect, this Will save replaces that save. This feat has no effect on spells that deal no damage

Jovial Spell (Metamagic)

Each spell you cast is a cause for jubilation and cheer.

Prerequisites: Perform 3 ranks, ability to cast 1st level spells.

Benefit: You can modify spells to improve the attitude of those targeted with them. Whenever you cast a spell, sensations of joy radiate from your vicinity. All creatures that are targeted by your spell are subject to a Will save (the DC is equal to the Spell’s save DC). A creature who fails this save has their attitude improved by one step towards all other creatures within its line of sight. If the spell targeting them deals damage, the target creature gains +4 circumstance bonus on their save.

Style Feats

Dance-fu (Combat, Style) [Dance-fu]

With a head-spin and a juke you can dance your way into combat- punishing those who don’t respect your moves.

Prerequisites: Perform (Dance) 3 ranks.

Benefit: While using Dance-fu you may use Perform (Dance) in place of Acrobatics to move through threatened squares and may move at full speed while doing so. If you successfully move through an opponent’s square without provoking an attack of opportunity, you may elect to take that attack of opportunity anyway. If you do then any allies that you were flanking with at any point during your move may make an attack of opportunity against that creature with the bonus for flanking.

Dance Out of Danger (Combat) [Dance-fu]

With juke and a head-spin you flip out of the way of attacks.

Prerequisites: Dance-fu, Perform (Dance) 9 ranks.

Benefit: Once per round, while using Dance-fu, when an opponent targets you with a melee or ranged attack, you can make a Perform (Dance) check. You can use the result as your AC or touch AC against that attack. If this causes the attack to miss then you may spend an immediate action to move 5 feet. Moving in this fashion provokes an attack of opportunity (unlike a 5 foot step), which you may use Perform (Dance) to avoid provoking. If you stay within that creature’s reach you may make a melee attack against that creature at your highest BAB. You must be aware of the attack and not flat-footed to use this feat.

Overclock Fist (Combat) [P. Maintenance Style]

Your arts have been polished to their peak, and in doing so you may push machines past their peak performance, or ruin their performance.

Note: This feat has different benefits depending on which skill you used to qualify for it.

Benefit (Craft): While in Percussive Maintenance Style, when you make a repair blow you may choose to boost a constructs performance, it gains a bonus to attack rolls and to AC equal to your Intelligence modifier for up to 1 round per 2 points of Intelligence modifier you possess, afterwards the construct takes an equal penalty and cannot run or charge for twice the number of rounds that it gained a bonus for.

Benefit (Disable Device): While in Percussive Maintenance Style, when you make a destructive strike you may make a disable device or craft check against the target’s CMD, if you succeed the construct is staggered for 1 round, if you beat it by 10 or more then the construct is dazed for 1 round.

Percussive Maintenance Style (Combat, Style) [P. Maintenance Style]

You practice the once lost arts of the monks of gearshift mountain, allowing you to restore even the most damaged tools to working order, and to take them apart just as fast.

Prerequisites: Disable Device 3 ranks or Craft (any) 3 ranks

Note: This feat has different benefits depending on which skill you used to qualify for it.

Benefit (Craft): While in percussive maintenance style, you may, once per round choose to make one of your attacks a repair blow. Objects or constructs hit with a repair blow a gain a amount of temporary hit points equal to the damage you would have dealt + your Intelligence modifier, these temporary hit points last for one hour.

Benefit (Disable Device): While in percussive maintenance style, you may, once per round choose to make one of your attacks a destructive strike. Objects or constructs hit with a destructive strike a take an additional amount of damage equal to your Dexterity modifier.

Special: If you meet both of the prerequisites for this style then you may only use destructive strike or repair blow once each round and you may use your Dexterity modifier in place of your Intelligence modifier for your repair blow and your Intelligence modifier in place of your Dexterity modifier for your destructive strike.

Rival Slap (Combat) [Slap Style]

Those you draw into a slap fight are intensely fixated on you.

Prerequisites: Slap Fight.

Benefit: Enemies affected by your sin order to lap fight feat take a -2 penalty on attack rolls against any other creature but you. Furthermore, creatures who fail the Will save against your Slap Fight feat can only attempt to use unarmed strikes if they wish to make an attack against you. This is a mind-affecting effect.

Sissy Slap Style (Combat, Style) [Slap Style]

Yours is a style of indignation and fury. Your palm mets out the justice of your soul.

Prerequisites: Catch Off Guard.

Benefit: All unarmed damage you deal with this style is treated as non-lethal damage, although you do not receive the -4 penalty for it. While in this style you may treat your unarmed strikes as improvised weapons for the purposes of the Catch Off-Guard feat.

Special: This feat counts as Improved Unarmed Strike for the purpose of meeting prerequisites of feats while utilizing this style.

Slap Fight (Combat) [Slap Style]

Your mighty slapping is enviable to those you call enemies, drawing them to a cheap imitation.

Prerequisites: Slappying Style

Benefit: While using slap style you may make an extra dramatic slap as a standard action. An enemy struck by this attack must make a Will save (DC = 10 + your unarmed strike damage dealt) or gain the benefits of the slap style feat, even if they do not need to meet the prerequisites. If the target is already in a style, they gain a +2 bonus on Will saves against this ability as they must enter the sissy slap style. They may choose to make a Will save every other round to end this effect (and/or to exit the style). This is a mind-affecting effect.

Talented Upkeep Methodology (Combat) [P. Maintenance Style]

Honing your arts has allowed you to fix - or destroy tools even faster.

Note: This feat has different benefits depending on which skill you used to qualify for it.

Benefit (Craft): While in Percussive Maintenance Style, when you make a repair blow you may choose to repair actual hitpoints instead of granting temporary hit points. Each time you use this ability on the same construct in a 24 hour period, amount of healing it provides is halved.

Terrible Two-step (Combat) [Dance-fu]

With a spin and a flourish you reveal that that spin was actually a spin-kick.

Prerequisites: Dance-fu, Perform (Dance) 5 ranks.

Benefit: Once per round, while using Dance-fu, when you make a melee attack against a foe you may force them to make a Perception check (DC 10 + your perform (dance) bonus) if they fail they are considered flat footed against that attack. By every 10 by which they fail by renders them flat footed against an additional attack you make this round.